Contents

Notes

This is simply how I think my setups goes. While it might seem unique to weird people like me, all parts other than the "mash" part are applicable to everyone else with the characters... Or so I believe.

Team Reasoning

Socie's main purpose is to use First Dance: ShimotsukiGain SubstituteReceives foe attack in place of an ally(Excludes all-foe all-ally attacks)Duration: 1 turn . to take the first charge attack (usually Phosphorus) and be knocked out. This will let Fraux gain Solid FortitudeDamage skills activate twice (Can't be removed) and will provide a free turn without needing (or wanting) any damage cuts.

As a bonus, thanks to Great Flames of NinetailsCharge bar fills up 70% faster from damage taken., she will be able to use her Charge Attack from turn 1 which provides 10% Bonus Fire DMGDeals bonus fire DMG for one-foe one-ally attacksStrength: 10% to the team.

Yuisis' main purpose is to take the first (or first two) Phosphorus charge attacks and be knocked out. You might wonder "How? She doesn't have a substitute skill and she even gains UnchallengedNext DMG received will be ineffectiveDuration: 2?!" The answer is simple, the first few Phosphorus charge attacks will always target the character with the highest raw ATK[1]. Thus, the answer is simply to give Yuisis the highest ATK in the team. This part was the tricky part, I had to put Mirage Munition ×300, take 2 ★s from her ATK Up / DEF Down nodes, remove MC's ATK Up EMP, and use 3 katana-type weapons to give Yuisis a few hundred ATK more then MC[2]. All this trouble just because Societte (Fire) starts failing to function as a sacrifice character thanks to garrison. I ended up going with letting Yuisis take the first Phosphorus and she will stay at 1 HP and get knocked out the next turn (or 2). At first I was failing this because it hits overdrive before I take the charge attack so I decided to simply turn off the charge attacks until i take Phosphorus (mash till phos) and it works and even gives enough enmity / garrison to Anila and Athena while letting their CA buffs apply on Fraux after she comes out in front.

With IndominusFire damage to a foe (Damage cap: ~510,000).Gain 10% ATK Up (Stackable)ATK is boosted (Stackable / Can't be removed)Strength: 10% (Max: 60%)Multiplier: Unique StackableDuration: IndefiniteStacking: Single Target (Max: 60%) and10% DEF Up (Stackable)DEF is boosted (Stackable / Can't be removed)Strength: 10% (Max: 60%)Duration: IndefiniteStacking: Single Target (Max: 60%).Restore all allies' HP (Healing cap: 2000) and remove 1 debuff., Fraux can be said to be Fire's best healer 2nd best thanks to Scathacha (Valentine). In my case, she heals for ~9,000 every 5 turns and it comes with 2 debuff removals each time. She, along with Athena, is the reason why I can "mash" in Luci.

I used to reserve Crimson NightmareFire damage to a foe (Damage cap: ~510,000). Inflict Nightmare TemptationAttacks are slightly limitedBase Accuracy: 200%Duration: 2 turnsLocal status effect.When Solid FortitudeDamage skills activate twice (Can't be removed) is in effect: Also inflict Nightmare ScarletDMG taken is boostedStrength: 10% of damage dealt (Damage cap: None)Base Accuracy: 200%Duration: 2 turnsLocal status effect and remove 1 buff. for Evangelist's BladeAttack specs are boosted based on Evangelist's Blade lvl (Can't be removed /Lvl rises upon Lucilius's special attack activation /Lvl lowers upon taking a buff-removing effect)Local status effect, but I can now use it liberally by bringing either DispelRemoves one buff from a foe or Zeta. It also gives the team a flat 10% damage boost and mitigates some damage by preventing Luci from attacking or using charge attacks (by chance). It isn't often enough to be relied upon, but happens often enough to be noticeable and feels great when they happen.

On average, it is 1 dispel every 4 turns.

Majority of my total damage comes from skill damage dealt by Fraux and Athena. This is the reason my Scythe of Repudiation uses the Skill Cap Pendulum.

When needed, she can also help with Ninth LaborHP is restored on every turn (Can only be removed by dealing DMG 30 or more times in 1 turn) and Tenth LaborLands a random debuff on all allies every turn (Can only be removed by ending a turn with 10 or more debuffs on the foe)

She is also able to use All is Vanity250-350% fire damage to all foes (Damage cap: ~440,000).Inflict DelayReduce a foe's charge diamonds by 1Base Accuracy: 90%.At level 75:Effect enhanced. for DelayReduce a foe's charge diamonds by 1 to help with managing Evangelist's BladeAttack specs are boosted based on Evangelist's Blade lvl (Can't be removed /Lvl rises upon Lucilius's special attack activation /Lvl lowers upon taking a buff-removing effect)Local status effect and Paradise Lost.

Though she is overshadowed by Fraux, she provides healing via Fleece of ChampionsRestore 20% of all allies' HP (Healing cap: 2015).All allies gain StrengthATK is greatly boosted based on how high HP isStrength: 15%-5%Duration: 2 turnsStacking: Teamwide. even if a little (in my case, ~4,000 every 7 turns) and pseudo-healing via her charge attack's Shield (1000)Next ATK received will be ineffective for a fixed amountStrength: 1,000. It's really only a side job and not really that reliable.

It might seem like Athena's main purpose is to be on defense duty, but in my opinion her main purpose is to deal damage with Goddess of the ShieldGoddess's WrathTetradrachm's hit number increases based on Goddess's Wrath lvl (Max: 5 / Can't be removed) lvl rises by 1 upon being targeted by a foe (Max: 5).Tetradrachm's hit number increases by 1.(Tetradrachm activates upon being targeted by a foe when Goddess's Wrath lvl is 5.) while being able to defend the team. I haven't really compared their overall damage, but the feeling I get is that she is the one that deals the most damage in my current setups thanks to this support skill.

As stated, her ability to defend the team is worthy enough to be thought of as her main purpose. It is mostly from her charge attack's 70% / 30% ArmoredChance of lowering DMG takenStrength: 70% chance of taking 30% less damage. which is easily maintainable while "mashing", especially with Anila.

Shield of the Gods: AigisAll allies gain 40% Wind CutWind DMG is cut 40%Duration: 1 turn Wind Damage Cut., Wind SwitchElemental DMG from foes turns into wind DMGDuration: 3 turns, and RefreshHP is restored on every turnStrength: 10% of max HP (Healing cap: 400)Duration: 3 turns. should fall under the above bullet, but I find myself not using it so liberally and end up only using it for emergencies and taking Paradise Lost. Combining it with Prometheus completely negates damage from triggers and safely clear Eleventh LaborRemoves 2 buffs from all allies every turn (Can only be removed by triggering the special attack Paradise Lost).

It is possible to take Paradise Lost (OD Trigger) with only Shield of the Gods: AigisAll allies gain 40% Wind CutWind DMG is cut 40%Duration: 1 turn Wind Damage Cut., Wind SwitchElemental DMG from foes turns into wind DMGDuration: 3 turns, and RefreshHP is restored on every turnStrength: 10% of max HP (Healing cap: 400)Duration: 3 turns. as long as you have more than

Alanaan stays behind in order to only passively boost healing and automatically removes SlashedHP is lowered on every turn.

I honestly want him to go in front, then be switched out with Fraux (while activating her switch in) so that i get a free clear per turn (Immaculate SunlightHP is lowered on every turn (Can't be removed) has DoT) and 50% DEF UpDEF is boostedStrength: 50%.

Zeta's main purpose is to clear Seventh LaborDeals elemental DMG superior to each target's element (Can only be removed by dealing 2,000,000 or more plain DMG in 1 turn) with Rain of FuryPlain damage to a foe based on 10% of its current HP (Damage cap: 1,000,000).Inflict DelayReduce a foe's charge diamonds by 1Base Accuracy: 100%. in the case when Earth / Dark / Light can't clear it. Zeta is the currently the most accessible source of 2M plain damage thanks to her being a beginner character and her race fitting well with the current Fire teams.

Zeta also helps in clearing Ninth LaborHP is restored on every turn (Can only be removed by dealing DMG 30 or more times in 1 turn), providing 6 hits from a TA (12 with Double StrikeAttacks twice each turn), and 2 from each of her attack skills for a total of 12 alone (19 with The Sun).

If you thought Fraux's "1 dispel every 4 turns" was already good (it is), then look at Zeta's "1 dispel every 3 turns" with Thousand Flames400% Fire damage to all foes (Damage cap: ~480,000) and remove 1 buff.. Should be enough said about this.

Rain of FuryPlain damage to a foe based on 10% of its current HP (Damage cap: 1,000,000).Inflict DelayReduce a foe's charge diamonds by 1Base Accuracy: 100%. also provides DelayReduce a foe's charge diamonds by 1 while on a short cooldown, having naturally high accuracy and can be used twice in a turn. This makes it a lot easier to manage Evangelist's BladeAttack specs are boosted based on Evangelist's Blade lvl (Can't be removed /Lvl rises upon Lucilius's special attack activation /Lvl lowers upon taking a buff-removing effect)Local status effect stacks (At this point, I really stopped caring about stacks with all my dispels and delays) and Paradise Lost.

The idea of this team is to deal as much damage as I can with Tien and use Ten-Wolf's TriumphAll allies gain 30% Bonus Fire DMGDeals bonus fire DMG for one-foe one-ally attacksStrength: 30%Duration: 2 turns, Guaranteed TAGuaranteed Triple Attack regardless of Triple Attack Lowered debuffsDuration: 2 turns, Salted WoundATK is boosted when foe is in break modeStrength: 280%Duration: Until used / 1 turns, and 20% ATK UpATK is boostedStrength: 20%Duration: 1 turn . (Can't recast) ASAP and use Green Potion(s) on her while she's ZombifiedReceives DMG if healed to bring out Anila in time for Tenth LaborLands a random debuff on all allies every turn (Can only be removed by ending a turn with 10 or more debuffs on the foe). So far, I haven't seen success with this yet.

When I use Zeta over Anila, this part is mostly the same and that I use Zeta's skills other than Rain of FuryPlain damage to a foe based on 10% of its current HP (Damage cap: 1,000,000).Inflict DelayReduce a foe's charge diamonds by 1Base Accuracy: 100%. which is reserved for the DelayReduce a foe's charge diamonds by 1 duty.

I use up all my DelayReduce a foe's charge diamonds by 1s so that I can mash safely (I'm not confident to take uncut ougis yet. Yet.)

I try to save up charge bar to burst to 50% so I can (again) safely mash while ignoring 95% / 85% / 60% triggers. I normally infuse this with Bahamut's call.

In the case I fail to take 50%, I use SubstituteGain SubstituteReceives foe attack in place of an ally(Excludes all-foe all-ally attacks)Duration: 1 turn . to take 95% and Shield of the Gods: AigisAll allies gain 40% Wind CutWind DMG is cut 40%Duration: 1 turn Wind Damage Cut., Wind SwitchElemental DMG from foes turns into wind DMGDuration: 3 turns, and RefreshHP is restored on every turnStrength: 10% of max HP (Healing cap: 400)Duration: 3 turns. to take 85%. I mostly forget about 60% and take it with only Phalanx IIIAll parties gain 70% DMG CutTaking 70% less DMGDuration: 1 turn Damage Cut reducing damage taken for all elements.Warning! Does not work for Plain Damage! and 40% Debuff Res. UpDebuff resistance is boostedStrength: 40%Duration: 1 turn ..

I only target the main body whenever I use dispels or delays before labors land. After labors, I also aim at body whenever i try to attempt to clear Ninth LaborHP is restored on every turn (Can only be removed by dealing DMG 30 or more times in 1 turn). My thought here is that "It would be nice if i clear it early on, but if it doesn't clear, I'll just clear it with Athena when wing dies." This usually happens multiple times before wing dies.

I actively try to set up my own Paradise Lost to# I mostly avoid taking non-OD main body ougis because it will be Phosphorus which fully dispels my buffs, so I plan my DelayReduce a foe's charge diamonds by 1 this time to take OD ougis while avoiding N ougis. This holds true both before and after the wings die.

I only take turns early on if I have ArmoredChance of lowering DMG taken or Phalanx IIIAll parties gain 70% DMG CutTaking 70% less DMGDuration: 1 turn Damage Cut reducing damage taken for all elements.Warning! Does not work for Plain Damage! and 40% Debuff Res. UpDebuff resistance is boostedStrength: 40%Duration: 1 turn .. After I get Athena's ArmoredChance of lowering DMG taken engine going, I start mashing even uncut. (Do note that since I ougi to push to 50, I don't have enough charge bar early on).

I actively try to set up my own Paradise Lost to clear it as soon as possible since the dispel every turn is annoying for this.

You might be wondering when I use potions, I actually don't use them now that much. I only use the Potions when someone dips below 20,000 HP. Except at the start where It's fine even if I go as low as 5,000. This is why I had the Experimental Setup, I end up not using my Green Potions.

Before the body reaches 25%, I first check how much counters are left and announce that I'll take "1 ct", if its at 1 left then I wont be moving anymore until the end.

I use SubstituteGain SubstituteReceives foe attack in place of an ally(Excludes all-foe all-ally attacks)Duration: 1 turn . to take 20% / 15% if possible, but otherwise I just use Phalanx IIIAll parties gain 70% DMG CutTaking 70% less DMGDuration: 1 turn Damage Cut reducing damage taken for all elements.Warning! Does not work for Plain Damage! and 40% Debuff Res. UpDebuff resistance is boostedStrength: 40%Duration: 1 turn .. I try to make sure I have Shield of the Gods: AigisAll allies gain 40% Wind CutWind DMG is cut 40%Duration: 1 turn Wind Damage Cut., Wind SwitchElemental DMG from foes turns into wind DMGDuration: 3 turns, and RefreshHP is restored on every turnStrength: 10% of max HP (Healing cap: 400)Duration: 3 turns. up before 10% and at this phase, it is kind of hard to estimate the raid pace.

This time, I only use DelayReduce a foe's charge diamonds by 1s when I am not expecting to take a trigger (10% / 15% / 20%) AND luci is at full diamonds. Even so, I only make sure to only use one. This is because of the turn acceleration that will also cause the diamonds to fill up faster (but will not go over the limit).

The End. Either your team or Luci.

I normally hover at around 20-30k HP during labors, and normally 30-50k HP after wing dies.